
Combat Rules
Combat is Storytelling
Violence is a natural part of the Fallout world, but it only works when everyone respects each other’s agency. The HUD brings fairness, but the roleplay brings meaning. Always discuss limits with your partners if needed, and remember:
The purpose of combat isn’t to “win.” It’s to write unforgettable stories together.





Basic Combat Rules
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Combat: Combat in roleplay is an optional concept. Your character can always run away if you do not wish to fight or wish to be harmed in any way.
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Defender’s Choice: Combat may happen in the form of free form roleplay or using our Roleplay Hud System. The Defender gets to choose the form if an agreement cannot be made.
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Video Games: The Roleplay Hud system is NOT a simulation of ANY Fallout Roleplaying GAME systems. We are NOT a Roleplaying GAME, we are a Roleplay Experience. Not every roleplayer we have will be a mega fan of the games or of fighting roleplay in general.
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Serial Killer Rule: Do not create characters for the sole purpose of ICly attacking people because you want combat RP OOCLY. Your character will eventually get reported and your character will eventually be targeted with EXTREME LETHALITY by Brotherhood of Steel and will eventually lose their Right to Life. Generally speaking, THREE ACTS of IC Random Violence that were REPORTED will earmark your character as a Serial Killer which will only end in Lifetime Incarceration or Death for your character. Your character may ICly run and hide for as long as you want them to so long as this is not meta gamed or power gamed. If your character has reasons, plots, stories and justifications behind back and forth violence … that will not be treated so severely. This rule is primarily set in place to combat ‘murder hobos’ and ‘cyberpsychos’.
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The Hud: The HUD is and forever will be a simple combat system for the purpose of timely and fluid combat experiences. This will not be adjusted or changed in any way shape or form to avoid ‘Stat Mongers’ and ‘Min-Maxers’ This is not a video game. Please remember that. Yes. A little scavenger girl with a stick can poke a big strong manly Super Mutant’s eye out and escape to live another day.
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Sportsmanship in Failure: The Combat HUD is not indicative of IC skill as a character. Just because your character is an experienced combatant does not mean they cannot or will not blunder an operation so hard they get a terrible nickname for the rest of their earthly lives. Equipment fails, slips and trips happen, sometimes you are just really unlucky. Unsportsing complaining of repeated bad dice rules is not fun, fair or really cared about by others. Dice are random. War is Random and Violent. Please accept this reality while you roleplay on this sim. Shoot your GUN and have FUN!
Writing Realistic Combat
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Draw weapons over time. Hidden or bulky weapons take 1–2 emotes to realistically reveal and ready.
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Limit your actions. Keep to one or two moves (offensive or defensive) per emote. No character can sprint, shoot, reload, and tackle all at once.
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Show strengths and flaws. If your character is tough or fast, highlight their vulnerabilities too. Realism creates better tension.
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Collaborate with dice. Use the dice as a guide for fairness, but lean into storytelling for impact. A landed blow might graze instead of kill, stagger instead of shatter, or scar instead of maim.



Fighting Powerful Groups
Some factions — like the Brotherhood of Steel or organized law enforcement — hold structural power within the setting. Picking a fight with them often results in arrest, injury, or worse. This isn’t punishment; it’s a storytelling tool. Losing against greater odds can open doors for interrogation scenes, prison roleplay, revenge arcs, or dramatic rescues. Don’t view it as defeat — view it as opportunity.
Weapons Rules
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Lore-Friendly Arsenal: Weapons must reflect the Fallout universe. Modern military hardware (e.g., M4s, Glocks, AK-47s) ARE ALLOWED. Several source materials have shown that modern weapons exist. However it’s encouraged that you play your character’s income. Earn that fully kitted out M4 with all the attachments. Start out with a pistol or something for fun. RP gets pointless when your character walks around like Boba Fett with nothing to do. No Star Wars, Star Trek or universe specific weapons from outside of the Fallout Universe. Functioning models are rare, expensive and often specific so this isn’t a hard rule unless specifically needed.
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Powerful Weapons = Rare Weapons: Energy weapons, heavy arms (miniguns, rocket launchers, Gatling lasers), and experimental technology exist but are rare and must be justified IC or approved by staff. Generally speaking these things need to be earned in RP. The best way is through events. Storytellers can award IC loot for your character to gain. They will give you a general idea of what you get and from there you can get creative.
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No Overarming: Characters should only carry what makes sense for their role and situation. A scavenger shouldn’t be hauling around an arsenal of military-grade weapons at all times. Even a Brotherhood of Steel Paladin doesn’t need to carry six different guns!
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Balance in Combat: All weapons, from pipe pistols to plasma rifles, must be used fairly in RP combat. Players should roleplay reloading, ammo scarcity, and weapon malfunctions to keep encounters immersive. Don’t shoot someone point blank with a bazooka because you want to kill a character with a no death clause unless you two have OOC decided to go together!
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Crafted & Improvised Weapons: Common Wasteland arms (pipe guns, handmade rifles, melee weapons) are encouraged and should be the norm. High-tech weaponry is exceptional, not standard.
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Faction Weapon Control: Certain factions (Brotherhood of Steel, Enclave remnants, etc.) may restrict or control access to advanced arms. IC enforcement of these restrictions should respect OOC consent and community standards.
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Explosives Use: Grenades, mines, and other explosives must be used sparingly and with story-driven justification. Overuse for shock value or griefing will not be tolerated.
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Melee Matters: Knives, bats, axes, and other melee weapons are common and effective. Players are encouraged to balance gunplay with close-quarters combat for immersion.
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IC Scarcity, OOC Fairness: Ammunition, repair needs, and scarcity of high-grade weapons should be roleplayed. Abuse of unlimited ammo or “perfect condition” weapons is prohibited. There are weapons dealers and shops you can RP with to purchase what you need when you need it.
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Staff Oversight: Administration reserves the right to restrict or revoke weapons if players abuse them, disrupt balance, or break the immersive tone of the setting.
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Law Enforcement Force Escalation: The Brotherhood of Steel act as Law Enforcement on sim. This means in all parts of it but some areas are too dangerous to effectively enforce. They are encouraged to ICly match force for force. Stun batons versus bats. Tasers versus a knife. Blowing up someone giving you IC attitude with a grenade will have IC repercussions.



